An FPS may boast a variety of original weaponry with some fairly creative names, but when it comes right down to it, there are effectively less than twenty different weapons in every single FPS game ever made. This is mostly because FPS guns are mostly based off standard Real Life weapons, which aren't exactly bursting with variety. (note that this also applies to other FPS-like genres:)

Chainsaw: The great communicator! Melee weapon of outstanding power and coolness, but actual usefulness varies from game to game. While an actual chainsaw is the original, any melee weapon that's designed to compete with the rest of one's arsenal (for example, a BFS in a fantasy shooter) fits the definition.

As more and more games incorporate melee attacks using guns, this is quickly becoming Discredited, except where Rule of Cool is concerned. Knives still exist, but they are often a Quick Melee, being used in one button press as opposed to actually putting away the gun to use the knife. Some knives get insta-kill abilities, or otherwise such high damage that quick players may forego guns almost entirely for stealth and a knife.

Dual Pistols: An occasional upgrade to the otherwise weak pistol is to let you find a second one and wield it alongside the first to double its overall capacity and fire rate.

Shotgun Pistol: A pistol variant of the shotgun, usually existing to be equipped in the sidearm slot, if the game has one, or being an overpowered niche weapon like the Masher in Borderlands. It's rare, but it happens.

Super Shotgun: Occasionally found as a more potent alternative to the basic shotgun. In this case, the basic shotgun will often avert Short-Range Shotgun by having a more realistic spread, while this weapon will play the trope straight, compensating by dealing twice or more damage per shot. Normally either a double-barreled or an automatic shotgun. In old-school first-person shooters, both the single and double shotgun usually have enough ammo so you'll rarely or never run out.

Automatic Shotgun: A growing subclass of Shotgun that usually plays straight Short-Range Shotgun, either being a more Realistic semi-auto shotgun that doesn't need pumping, or even a lead-spewing full auto drum-loaded monster, the Automatic Shotgun tends to come at the cost of burning through ammo, and requiring longer reloads.

Automatic Weapon: Shoots fast and has lots of ammo. While they range in size from tiny SMGs through assault rifles to hulking machine guns and gatling guns, they tend to be less accurate than a pistol and do less damage per hit no matter how large they are.

Old-school first-person shooters usually have at least one which shoots hitscan "projectiles" and one which shoots fast but physically-modelled projectiles. The classic-style automatic weapons can include;

Chaingun: A powerful chaingun or minigun. Chugs ammo like nothing else and usually takes a while to spin up, but absolutely devastates everything you point it at. Also tends to be heavy and recoil-prone. Often suffers accuracy issues.

Lightning Gun: Creates a focused, sustained lightning bolt of death, or a series of wild arcs. Powerful, but ammo will be scarce and incompatible with other weapons. Alternately it might fire a single powerful discharge, in which case it's probably a Sniper Rifle.

In attempts to follow guns more realistically, games may have their automatics follow this pattern:

Submachine Gun: Likely has no movement penalties, but suffer from range and magazine issues forcing them to be relied on only in closer ranges. If a shotgun is in the game, the shotgun will tend to beat the submachine gun within a certain range (in which they usually inflict a One-Hit Kill), and the submachine gun will likely beat the shotgun outside of that range. Some games with submachine guns, particularly smaller models identified as machine pistols in reality like the Mini/Micro-Uzi, Skorpion, MP 9 and MAC-10, allow you to dual-wield them much like pistols for More Dakka. The SMG usually has a high rate of fire and abysmal accuracy.

Machine Gun: Will probably have movement penalties disallowing the user to run toward their enemy and shoot them, and reload slowly, but have large magazines and powerful stats which will allow their users to mow down enemies that run into their sights easily. More realistic or at least feature-packed shooters may allow them to deploy a bipod or something of that nature, trading in all mobility and making the user a sitting duck in return for increasing full-auto accuracy.

Grenades: Can be either thrown by hand or launched from a weapon. Pipe bombs, bundles of dynamite, etc. fall under this category. Grenades are also the most likely weapon to have side-effects (fire, gas, flashbang, cryo, EMP, etc.) and may not always be directly lethal. Timed 'nades can often be "cooked" (held for a few seconds after pulling the pin) for better timing. If anything in the game has a physics simulation, it'll be these first, and ragdolls close after. Grenades are a prime way to deal with campers or other entrenched enemies. Sometimes they can be launched from some kind of gun (see Grenade Launcher below) for extra range.

Mines: Dropped where you are, or sometimes thrown to stick to walls. Explode messily. Most mines are proximity mines, which explode when an enemy gets close enough. Players can often trigger the explosions as well; in multiplayer, Hilarity Ensues. Other types include remote mines, which require the player to trigger the explosion via a handheld detonator, and timed mines which automatically detonate after a specified time. Cross mines even more with grenades and you get the Sticky Bomb, which can do fun things like bounce around until it touches an enemy, which it then sticks to. Sometimes their sensor or explosive effect is limited to a specific cone, or they won't be triggered by moving very slowly, so that they can be outflanked and safely defused without making a lot of noise.

Demolition Packs: Known as C4, RDX, or other ominous names; these are used like mines, but are far more powerful. Most often timed or remote, they're weapon of choice for destroying parked vehicles or mission objectives. Expect them to be used for plot purposes rather than as something you can plant anywhere you feel like. They'll probably beep regularly and have a little flashing light to let you know that they're armed.

Marksman Gun: While not quite as powerful as a full Sniper Rifle (though it usually has a simple scope) or as rapid-firing as an Assault Rifle, this weapon has enough punch to kill in one headshot and groups tight enough to land them all in skilled hands, while its firing rate and mag size allow many consecutive kills. Most historical FPS fill this role with a semiautomatic rifle, such as the M1 Garand; more modern shooters will use a heavier "Battle Rifle" (like the FN FAL) instead. This weapon type and subsequent derivatives may somewhere around the Assault Rifle in degrees of Boring but Practical if the game's open enough to make their above-average accuracy and damage very useful in good hands more often than not.

Crossbow: Distinguished by a slower projectile, and usually requires the player to compensate by aiming higher. Could be quieter than standard guns, able to fire a variety of different bolts such as non-lethal or elemental ones, and/or they could be more precise than guns. Also, you will almost never be able to recover ammo, and you have an abnormally high chance of wielding preposterously rare repeating crossbows. Longbows are reserved for a true badass, usually with Native American influences.

Battle Rifle: Comparable to the Marksman Gun, but adds in an automatic or burst setting at the cost of higher recoil. A single burst can usually kill someone, and it's accurate enough to be used at range, or simply fired in auto for close quarters. To compensate for its recoil and power, its automatic rate of fire will often be fairly low; users will still need to be fairly precise up-close rather than spraying wildly.

Sniper Rifle: A powerful rifle that needs careful aiming, but can kill from a great distance. Usually has a scope and/or a Laser Sight that may take the form of a beam or a dot that everybody can see. Also tends to have limited ammo available. In more modern incarnations, to prevent a particularly good shot of a player from dominating everyone else far too easily, using a Sniper Rifle may leave the user extremely vulnerable to anything that they aren't aiming at already due to being slowed down or requiring it to get into position in some way leaving its user vulnerable when not already prepared to fire, or slow fire rates making it unlikely to kill many players quickly at once where other guns can do so much more easily. Variants may leave a distinct smoke trail after firing, if they don't have a highly visible laser.

Anti-Materiel Rifle: The even bigger sniper rifle, a giant weapon meant to be used against vehicles and/or bosses. May overlap with the Rail Guns or Gauss Rifles mentioned below.

Full Auto Sniper Rifle: A rare yet slowly growing subset of sniper rifle that is essentially an oversized assault rifle with either sniper accuracy and/or power. Unlikely to ever be seen in multiplayer PvP matches. Like the full-auto shotgun, it tends to drink ammo to pay for the power. Also see 'Battle Rifle', above.

Rail Gun or Gauss Rifle: Capable of overpenetration, this weapon fires right through people, vehicles, and sometimes even walls. In short, an up-gunned Sniper Rifle. In the latter case, it usually comes with some way to see through walls. Like some Sniper Rifles, these typically leave a brightly colored trail behind (exact explanation and colour varies from incarnation to incarnation), exposing the shooter immediately upon firing. Its lack of stealth is a trade-off for its tremendous firepower. Sometimes they need a second or two to charge up before they can fire as well.

Rocket Launcher: A powerful weapon with limited ammunition. In most cases, it's basically a more accurate version of the Grenade, exploding on contact with solid surfaces or enemies. Do not fire in close quarters. Some games, however, let you Rocket Jump, and some encourage it (Team Fortress 2, for example). In manuals, it's common to warn a reader to not use it up close, even if that warning is not present for other weapons in the game, even if they can do more damage. Encouraged to be fired near the target's feet (rather than directly at his body) to deal splash damage. In more realistic games, rocket launcher can have one to few shots with relatively long reloading time but the projectiles are fast and leave a powerful explosion. In classic ones, it's possible to fire tens of rockets without needing to reload but in return, the rockets are relatively slow and have an explosion radius of about a meter. For both aesthetic and practical reasons, this is never a hitscan weapon.

Missile Launcher: A version of the Rocket Launcher with lock-on ability, sometimes useless against anything but vehicles or aircraft in that they'll refuse to fire at all unless they have a lock. Some versions can lock onto multiple targets at once using several smaller missiles.

Grenade Launcher: A large gun that fires explosive shells. These rounds usually fly in an arc, giving them a limited range but allowing the player to hit enemies behind cover. Sometimes your grenades bounce off walls, allowing for kills around corners as well, though it also allows for occasional accidents where it bounces off a wall and ends up coming right back to you and blowing you up. May be the cheaper, more common alternative to the rocket launcher. Often appears as a secondary fire function for assault rifles. Compared to regular grenades, a launcher usually offers greater range in exchange for shots detonating on impact, making it a little less flexible and less useful in tight spaces.

Energy Gun: Shoots anything from a sustained beam to an arc of lightning to explosive homing bolts. Can be often be charged before firing to increase its effect. Very often is just a cosmetic variation of any one of the above entries, with increased damage and decreased ammunition availability. If any weapon in the game can recharge its own ammo over time, this is the one. May also have very high capacity, no need to reload, and/or overheating. Expect enemies killed with it to disintegrate in exciting ways.

BFG: Extremely slow, and chews up a lot of ammo (or has very little ammo to begin with), but annihilates everybody in the room... possibly even an incautious wielder. Usually hidden in challenging-to-access locations, with a long respawn time.

Gun Turret: A very powerful, rapid-fire, high-accuracy weapon, usually with unlimited ammo. Probably also prone to overheating if you try to fire it for too long. Would be perfect and utterly overpowered if it wasn't bolted down in a fixed location (sometimes facing a fixed direction only, giving it a limited area of fire). Expect More Dakka, maybe even a minigun. When you see this gun in single player, prepare for a scripted ambush. If you see one in multiplayer, stay well away; it's probably being watched by an enemy sniper.

A Sentry Gun is like the above, but it does the shooting without a player present. Both of these provide a valuable game balance, by letting a small number of defenders fixed in place cover an area against superior numbers, thus allowing the bulk of the team to take the field for offense. An automated sentry gun will typically have a limited sensor range or a fixed arc of sensing and firing, so that it can't easily dominate an entire map with good placement.

The Healing Device: Increasingly frequent with the rise of team-vs-team based shooters. Varies from melee to a beam to projectiles, sometimes explosive or area-based, usually capable of healing fast enough to be useful in a fight, and use always leads to the user being shot first by competent enemies. The Healing Device tends to be found on a Support Party Member, generally lacks any use against enemies, rendering the wielder reliant on his other weapons to fight back. When it isn't useless against enemies, it's liable to have some kind of Life Drain effect that takes health from the victim and transfers it to the attacker. Sometimes, it might even add extra temporary health to allies, making it useful all the time instead of just when someone is injured.

Repair Gun/Tool: A variant that is only useful for building or repairing damaged vehicles, structures, and the like. May take the form of a welding tool or a high-tech energy projector. Unlike a Healing Device, expect a Repair Gun to damage anyone you happen to point it at. It might even be surprisingly more lethal than you'd anticipate, though usually short-ranged to the point of being a melee weapon. Occasionally it may even just be one, taking the form of a wrench, spanner, or similar tool.

Some games may try to spice things up by adding a few others, which will usually be modified versions or combinations of one of the above. Alternatively, they'll try to come off as original by giving genre thematic names to some of the weapons, like calling the Flamethrower a "Thermal Destroyer" or the Pistol a "Chi Blast" — but when it comes right down to it, it's really all the same. This is arguably taken to its extreme in the TimeSplitters series, which has the same basic weapons with variations from different eras (for example there's the Tommy Gun, the Soviet S47, the SBP90 Machinegun and the Plasma Autorifle).

A predecessor to this trope was found in Wolfenstein 3D, which gave the player a knife and pistol to start off and let them acquire a machine gun and chaingun, both of which used the pistol's ammo. However, the trope was truly established in Doom, which offered the canonical fist, chainsaw, pistol, shotgun, double-barelled shotgun (Doom II), chaingun, rocket launcher, plasma gun, and BFG 9000.

In the wake of Doom, almost every FPS had a shotgun or shotgun equivalent with a cool reload animation that was basically the standard weapon for most players. These days, however, shotguns are generally treated as specialist items that should only be used for close-up attacks on soft targets, since the pellets (shotgunsalmostneveruseslugsincomputer games) spread out over much wider distances than they would in reality or even disappear past a dozen meters or so.

Some FPS games will mix up the order of effectiveness. For instance, the pistol in Halo: Combat Evolved is arguably the most effective weapon in the game, despite it being the first weapon you receive. Similarly, the gravgun in Half-Life 2 is possibly the most useful weapon in the game but is one of the first you receive in Episodes One and Two. (In Half-Life 2 itself, it's the fifth of nine.) One other way of mixing things up (especially in multiplayer games, which tend to involve getting killed and respawning with the basic peashooter frequently) is to let you use two weak weapons to make one decent weapon.

Examples:

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Borderlands

Let's just get this out of the way and mention that, except for flamethrowers and chargeable energy guns, the Borderlands games have EVERY SINGLE TYPE OF WEAPON in this list. It's that game series' particular hat, being More Dakka: The Game.

Pistols: Standard pistols, revolvers (ranging from modest top-break models to Hand CannonSniper Pistols that can gib and/or melt or incinerate people) and machine pistols are available, with the most powerful being revolvers that shoot in a shotgun-like pattern. The Gunzerker in 2 can dual wield them(well, he can dual wield everything, so...).

Shotgun Pistols: The most of any game, boasting greats such as Mashers, Jakobs Maggies and Smashers, the Torgue Unkempt Harold and Fragnums, and Maliwan Grog Nozzles note Not to be confused with the Evil Smasher, a Torgue rifle once-beloved for its Game-Breaking Bug, now widely agreed as a Scrappy Weapon., all of which are revolvers.

Shotguns: Vary from modest affairs to three-barreled and even four-barreled monstrosities that fire walls of explosive shot. Super Shotguns are common, and you'll be discarding one for a better one regularly.

Automatic Weapons: Both assault rifles and sub-machine guns are available, and variations within them cover other weapon types as well. Within assault rifles alone you see miniguns, nailgun-style visible projectile weapons, battle rifles, and heavy machine guns. Most guns fit two different variations, like the Torgue Ogre, which is a Minigun that's also a Nailgun with all the everything-murdering goodness and inability to aim that would imply.

Grenades: Goes to ridiculous levels in 2: finding grenades that teleport, cause a black hole that sucks in enemies, splits into smaller grenades that set enemies on fire and give you back the damage they cause as health... will probably make you sell the mod, cause you can easily find one equipped that does things even MORE outrageous. Like the Storm Front, which will electrocute literally everything in a room, or Meteor Storm, which is literally 25 grenades in one.

In 2, all guns manufactured by the Tediore company are reloaded by tossing the current gun forward after which it explodes like a grenade, but also averts and exaggeratedly averts One Bullet Clips as any wasted ammo is spent to make the tossed gun do more damage.

Marksman Gun: Many assault rifles have scopes that allow them to be used as marksman rifles, and some sniper rifles have burst fire. Yet others have Drum magazinesand full auto. Hyperion weapons also get more accurate the longer they're firing continuously, making their pistols and sub-machine unusual examples of weapons that are Marksmans Gun only while in full auto.

To be honest however, the most literal fit for this category would be any Assault Rifle manufactured by Jakobs. This is due to the fact that every Jakobs gun is designed to be semi-auto, with high damage per shot.

Any Assault Rifle manufactured by Dahl will have the ability to burst-fire when scoped, allowing to be a proper fit as well.

Sniper Rifle: Numerous.

Full Auto Sniper Rifle: Plenty, but most notable are the Droog class of Sniper Rifles, including the legendary Lyuda/White Death, essentially an assault rifle's steroid-abusing bigger brother.

Anti-Materiel Rifle: It's murky on this, but it's possible to find a Jakobs or Maliwan rifle with enough power to simply shred through robots and vehicles.

Rocket Launcher: Not only are there variations in damage and projectiles fired, you can actually launch the launchers as a rocket themselves.

Grenade Launcher: In 2, Cannon-type Jakobs weapons and Grenadier-type Dahl weapons are grenade launchers. Jakobs' grenade launchers shoot as fast as you can pull the trigger, Dahl grenade launchers fire in bursts. Both border on the ridiculous. There's also Torgue "Torpedo" weapons, which are basically smaller semiautomatic rocket launchers.

BFG:Every weapon type on this list has a BFG version you can find in-game. At least 4 types (Pistols, Rocket Launchers, Assault Rifles, and Shotguns) have explosive versions thanks to Torgue. Every weapon type in this game also have versions that are...

Gimmicky Weapon: Weapons that fire homing bullets, set enemies on fire, electrocute them, melt them with acid, fire exploding bullets, can be thrown to explode, can be thrown to follow the enemy alone and shoot them by themselves, weapons with infinite ammo, weapons that have a curse on them and try to drive you insane, weapons that have a robot's AI attached and talk to you while you're fighting, whatever the hell the Min Min Lighter is, and weaponry that simply defies logic and cannot be easily defined... if a weapon isn't at least blue-quality (The first weapon quality in-game that can have genuinely bizarre effects) and it's not gimmicky in this game, it's usually meant as Vendor Trash.

Secondary Options: Every weapon has versions with a bayonet attached, and many have weird things they do on reload. Tediore being the most standout example.

Gun Turret: Roland in 1 and Axton in 2 have their own turret they can deploy as their class skill. And of course, they're upgradeable into being almost a portable artillery cannon/mortar battery.

Doom has brass knuckles to fill this role. There is a pickup available that makes them insta-gib most enemies in one if not two hits. The red haze from said powerup only lasts about a minute but the insta-gibbing lasts until you begin the next level. Very abusable in levels with lots of low-level demons and zombies that have low health to begin with.

Quake has an axe. Note that actually attacking any enemy with it, except the extremely weak piranhas, is a terrible idea. It is useful for discovering secret passages, though.

Duke Nukem 3D used Duke's boots for this role; a secondary button was placed for a 'quick-kick'. Both could be used at the same time in the earliest version resulting in seeing both feet kick an enemy at the same time, even while running.

You could even run up to a frozen monster to perform an auto-quick-kick, and then use both 'manual' kicks, thus getting three feet on the screen!

Hiro in Daikatana starts with nothing more than a Disruptor Glove to strike enemies. Past the first episode, it is replaced with the titular Daikatana.

Commandoes in Battlefield Heroes can use a knife - as opposed to other games, it is a legitimately useful weapon at close-range, with the class' Stealth ability making it easier to get in range with.

In Bad Company 2 the knife is almost exactly the same as in Modern Warfare 2 (albeit a little slower). It also allows you to collect the dogtags of your victims. In previous games of the series, the knife was almost completely useless as a weapon and only found some use in humiliating careless snipers.

All of the classes Team Fortress Classic classes uses the crowbar, except for the spy who uses a knife, the medic who uses a medickit for healing and infecting, and the engineer who uses a wrench to build and to repair teammates' armor.

Half-Life: Opposing Force had the wrench, would could be charged down for a secondary, slow, but powerful attack, and a knife which was weaker than the wrench but was much faster.

In Counter-Strike, the knife is used for slashing foes that get too close and widely used for boosting speed.

Far Cry (1 and 2) has the machete. It has an ability to instantly kill stunned, unaware, or downed enemies, and is very useful for breaking stuff, just like a real machete.

The 2008 Turok has a knife which, although normally slow and useless, can be used to perform special instant-kill attacks by pressing the fire button whenever a special prompt flashes on screen.

The Original series had a different melee weapon per game - sometimes more than one. Dinosaur Hunter had a small knife, Seeds of Evil had two different bladed gauntlets, Shadow of Oblivion had a machete AND a tomahawk, and Rage Wars had a rocket-propelled warhammer.

BioShock had a wrench. It was the first weapon you pick up and, arguably, with certain plasmids, the best weapon you'll get.

In the sequel, you get a drill in the single player mode, which also lets you bore into your enemies, and after learning a certain technique, perform a powerful dash attack. Meanwhile, in the multiplayer campaign, you have a wide assortment of skins for your melee weapon, among which are various types of pipes and wrenches, mallets, axes, clubs, both of the normal and golf variety, trophies, canes, knives, and cooking implements.

One more for the wrench: Prey. Note that in each of these, the wrench is specifically a large, red, pipe wrench.

System Shock 2 also features a wrench. A large an yellow one that's probably responsible for the wrench in BioShock, what with that game essentially being System Shock 2 with a new setting.

Serious Sam has a knife. It's surprisingly useful in the First Encounter for doing more damage per minute than the double shotgun and having a faster rate. Its role is largely replaced by chainsaw in the Second Encounter though.

Left 4 Dead permits the use of a melee attack no matter what weapon you have equipped. This attack deals little damage to zombies (unless you strike them before they're alerted to your presence), but shoves them away and stuns them, and frees any allies that have been snared by Special Infected. This is a very important ability, since you are somehow able to bash zombies WHILE reloading, and knocking back Boomers is an effective method to distance yourself so you can shoot them safely. In the sequel, you have the option of swapping your pistol for a dedicated melee weapon that kills regular zombies and most Specials in one hit.

In Call of Duty 4: Modern Warfare, the knife is an invaluable offhand weapon that kills in one hit.

The One-Hit-Kill knife returns in Call of Duty: World At War, with a spiffy new perspective on close combat neck-stabbing. Some weapons can even have bayonets on them to allow you to strike from farther away.

Unreal Championship 2: The Liandri Conflict has a large array of sharp and beaty things for each playable character, ranging from a cryogenic staff to massive robot fists to a pair of kama dripping with molten steel.

GoldenEye (1997) has Bond using karate chops to dispatch enemies while unarmed. If you have the sniper rifle in your inventory, the unarmed setting is hitting enemies with the rifle butt, but it's not any stronger or better ranged.

Resident Evil has a knife in the player's arsenal, allowing them to conserve the precious amounts of ammo they got for the more difficult enemies. This was continued in Resident Evil 5, though some argue that due to the abundance of ammo in the game, it is unnecessary.

Part 5 later gives you an option to purchase a stun baton like some enemies use, which can come in very handy at times.

In Descent, it is technically possible to kill enemies by bumping into them. This is not good strategy.

In Killzone, the knife is the insta-kill variety, it is, however, a standardly sized combat knife, meaning it has a more limited range. You also can Melee with your weapon, which is not always an Instant Kill.

Dark Forces in the first 2 games you have fists, in the third you get a "Stun baton"

Tribes 2 has the Shocklance, an instant-kill for almost any enemy if you zap them in the back. (Usually used together with the cloak pack.)

Perfect Dark had both your fists and a knife. Your fists could be used to disarm foes or knock them out if you didn't want to kill them, but the knife dealt better damage and could be thrown, which would poison any enemy it hit.

Bulletstorm lets you kick enemies. Damage is minimal (but can be upgraded in multiplayer), but it is otherwise extremely useful for setting up many "Skillshots".

Killing Floor gives every player a dedicated combat knife. The machete and axe also fit here, and possibly the claymore and katana.

7.62 High Caliber has a variety of simple knives, including throwing knives and bayonets that can both be used as combat knives. Since combat is hideously lethal and most enemies operate in teams, getting close enough to an enemy to knife them is often suicide.

Blockstorm has a knife as one of the few weapon slots the player cannot switch out. You can make it look like whatever you want with the weapon-skin editor, but it ultimately doesn't matter - whatever you're hitting opponents with, one hit does the trick.

Clive Barker's Undying had a giant scythe known as the Scythe of the Celt, a major plot element that was the only weapon capable of killing the game's Quirky Mini Boss Squad. It basically cut enemies in half with one strike, and had a secondary mode that drained enemy health and your mana.

Rise of the Triad had the Excalibat, an enchanted slugger that could not only send foes (and incoming projectiles) flying, but could also send out a 180-degree spread of exploding baseballs.

Shadow Warrior, in addition to Lo Wang's rapid-fire fists, also had a sword that could deliver the Diagonal Cut to just about any of the weaker enemies.

Serious Sam - The Second Encounter has a chainsaw which is very useful against some types of enemies. It is replaced by a circular saw in Serious Sam II.

The melee options in Team Fortress 2 do a lot of damage and have a high chance of scoring a Critical Hit, making them better than a lot of the guns in close-quarters. The only exception is the spy, whose knife doesn't do much damage and cannot critical, in order to balance its One-Hit Killbackstab ability.

The unlockable melee weapons have special abilities which can make them extremely powerful. The Pyro unlock Axtinguisher in particular; it does a guaranteed critical hit as long as the target is on fire, killing many classes outright.

Red Faction: Guerrilla has the sledgehammer. Always useful for knocking down buildings without resorting to explosives, and downs enemies in one shot. In multiplayer, a very useful weapon when combined with either Fleetfoot or Stealth pack, and the most effective way to kill players with Heal pack. You can also hammer enemies with melee attack from your gun, but it's much less powerful.

Unreal Tournament's Impact Hammer and Shieldgun are incredibly powerful, balanced by a lengthy charge-up time and the obvious range limit. The original also had an actual chainsaw.

The Ratchet & Clank series has had a few, on both ends of the spectrum. The third game'sPlasma Whip was nigh worthless, with piddling damage and incredibly limited ammo, while the fourth game'sScorpion Flail was a much more satisfying weapon with more power and some splash damage on impact. Tools of Destruction featured two: the Shock Ravager (which, while only about twice the power of your pistol/automatic, both chained damage and had a range comparable to game's grenade launcher) and the Razor Claws (which had about the same range as the wrench, but second only to the rocket launcher and BFGs in terms of damage).

In all of the Dark Forces Saga, except for the first game, you get a lightsaber.

In Painkiller, the eponymous Painkiller is a sort of clockwork glove which opens up into a spinning fan-like blade array when you activate it. It literally MINCES any enemy you introduce it to (as well as stun-locking them as well), sending limbs flying everywhere. Plus you can shoot it out in front of you.

Killing Floor has an actual chainsaw. It stops most weaker Specimens in their tracks, but oddly does reduced damage when applied to their heads.

The Sky-Hook from BioShock Infinite is an arguable example, being a handheld device with spinning blades (or rather, hooks) that deals out lethal melee attacks. However, it's passively equipped to a separate button from the one used for firing guns, and is also used for riding the Skylines around Columbia.

Left 4 Dead starts you off with a pistol that has effectively unlimited ammo. Although you have to reload every 15 shots, you never run out of magazines for it. When you find another pistol, you can dual-wield them to fire shots twice as fast. The only downsides are it takes longer to reload dual pistols, and they're less accurate.

Left 4 Dead 2 adds the option of taking a Desert Eagle over a pair of pistols or a melee weapon. While it only holds 8 rounds in the magazine, it's massively powerful and kills zombies in one hit. It also takes slightly longer to reload than a single pistol.

The sidearms in Killzone 2 require reloading, but you have infinite magazines.

The Engineer's pistol in Team Fortress 2 deserves a mention; it doesn't have unlimited ammo but the Engie carries far more bullets than you'll ever need, especially since Engineers will constantly be picking up ammo because it also gives them metal to make their buildings.

The base pistol in Battlefront 2, carried by almost every class, has unlimited ammo, takes three or four headshots to down most enemies, and has an overheat bar.

Tribes 2 has the Blaster. Justified in that it's powered by your suit energy.

Blake Stone gets the Auto-Charge Pistol, which has a long recharge time but is also silenced.

Splinter Cell Conviction gives you unlimited reloads for your pistols. This feature returns in Blacklist-but only on Rookie difficulty.

The first weapon you come across in Doom (2016) is a plasma pistol that has infinite ammo. Its main ability is a charged attack that can kill lesser creatures instantly, but you're better off using another gun.

The Deus Ex pistols are often the best weapons in the games, due to abundant ammo, excellent accuracy, and ease of headshots. Even in Deus Ex: Invisible War, where the pistol is relatively weak, it uses up very little Universal Ammo, has a nifty unlimited-use flashlight built-in, and has two unique variants that amp up the damage and replace the flashlight with a redlight or scope.

Halo: In Halo: Combat Evolved, the pistol was rather powerful and accurate, and even included a sniper scope. The scope and most of its damage was removed in Halo 2. Cue rioting. The scope returns in Halo 3: ODST, and games from Halo: Reach onward have raised the damage. Cue cheering.

Heretic's pistol is called the Elven Wand, which is mainly usable against the weakest enemies and gets slightly more powerful when used with a Tome of Power.

Team Fortress Classic has the spy with a tranquilizer gun used for slowing down opponents (that uses the unreleased silencer model for the pistol in Half-Life), and the engineer that has a railgun, which unlike Quake II, is just a lazer blaster.

The Scout and Engineer of Team Fortress 2 have pistols as secondary weapon; the Engineer has so many bullets (212) they may as well be infinite but the Scout has so few (48) it's one of the weapons most likely to run out of ammo. They are functionally automatic weapons, because holding the fire button makes the character fire as fast as the gun can (more than five times a second). The Spy's only projectile weapon is a revolver that is quite accurate.

Three variations in Gears of War, with the semiauto standard-issue Snub Pistol, the Boltok Pistol, and the Gorgon pistol, which fits under automatics.

The Automag in Videogame/Unreal, the precursor to the Enforcer- though it couldn't be dual wielded.

Resistance 2's magnum is quite devastating, just like Halo 1's pistol. Bonus points for being able to explode bullets once they're implanted in enemies.

Can be wielded akimbo in the Primal Hunt expansion pack for Aliens vs. Predator 2.

Several versions exist in each of the Call of Duty games. Call of Duty 4, for example, offers the M9 Beretta, the M1911 .45, the USP .45, and the Desert Eagle .50 AE

GoldenEye (1997) had Bond's signature PPK (called a PP 7) and a TT-33 Tokarev (called a DD-44 Dostovei). For more powerful weapons, Natalya's Cougar Magnum and the infamous Golden Gun are also available.

The Warp Pistol in The Conduit is nominally an alien version of the pistol, but its shots can be bounced off walls to hit hidden targets. It can also be charged.

The pistol from Crysis (and full-auto SMG in Warhead). Dual wieldable and upgradeable with silencer and flashlight/laser sight.

Descent, the regular laser. Upgradable to four power levels, six in the sequel, plus the equivalent of twin pistols, the Quad Laser.

Ratchet & Clank has a new one in every game, gradually veering into "automatic weapon" territory.

Perfect Dark has the Falcon 2, which can be fitted with a scope or silenced, and the rather weak MagSec. For alien weapons, there is the Phoenix (laser pistol with a setting for explosive rounds) and the Mauler (single or charged-up shot).

Dark Watch has the Redeemer and the Wargivers, a large revolver and a pair of smaller ones, respectively. The Redeemer fired slowly at first, but if the trigger was held down the protagonist would begin to fan it's hammer, firing much more quickly but with reduced accuracy. Both have blades. There's also an ordinary six-shooter only used in the opening level.

Killing Floor starts every player with a Beretta M9. You can dual-wield them, as well as the more powerful .44 Magnum and Desert Eagle Hand Cannon.

7.62 High Caliber starts the player, many mercs, and almost all low-level enemies and in fact you get dumped on your mission with nothing but a TT-33, two magazines, and a box of ammo. Pistols are extremely light and easy to carry (and two belts in the game have a holster for carrying one), but often lacking in stopping power. However, there are various magnum guns (including revolvers and Desert Eagles) that are powerhouses in close quarters, but still have low rates of fire due to the recoil and low capacity.

In fact, one of the early game weapons (without the Blue Sun mod) is an Obrez Mosin, a sawed-off Mosin-Nagant rifle. Despite what it may look like, the lack of accuracy (due to not having any sights), low capacity, and bolt-action firing make it little more than Vendor Trash.

Each episode does have an analogue. The Ion Blaster fires ricocheting energy shots, the Discus returns to the user when thrown, and the bolter is essentially a non-hitscan pistol.

Blockstorm's Pistol fills the role of a Hand Cannon, featuring a small eight-shot magazine and less accuracy than the other semi-auto weapons, but still being rather deadly in the right situation and being able to kill in two shots.

Shotguns

Doom had one of the first shotguns, but Doom 2's super shotgun and Doom 3's shotgun more closely matched the gameplay described. The original was longer-range, faster, and weaker in comparison.

Doom (2016)'s shotgun can be modded to fire three-round bursts (which use up ammo quickly) or explosive shots that act a lot like a grenade launcher. The super shotgun is much like its counterparts in the original games.

Shadow Warrior has a four-barreled rotary shotgun that fires either single shots or four-shot bursts. Awesome.

The remake's shotgun is a double-barreled affair that can be upgraded to fire both barrels at once, and to have two extra barrels. Unlike its earlier counterpart, it cannot be autofired, and must be reloaded after all the barrels are fired.

Both S.T.A.L.K.E.R. games contain a rare case where the shotguns (there are four different ones, ranging from break-open to semi-automatic) do have the option of firing slugs.

The Stasis Weapon from Star Trek Voyager: Elite Force is a fairly unique variation. Its primary fire mode was an energy pulse that was quite wide like a shotgun blast, but also coherent so it didn't spread out no matter how far the target was, so if it hit it was always for full damage. It also had a somewhat more typical alternate-fire that shot a spread of five beams. The Assault Rifle in Elite Force 2 fills this niche more accurately (and was apparently named by someone who had no idea what "assault rifle" means in real life)

Flak Cannon: A variation introduced by Unreal that fires shards of molten shrapnel, which can be bounced off walls and around corners.

Secondary fire allows it to double as a grenade launcher.

Sadly, Jedi Outcast took a perfectly good fragmentation missile launcher and turned it into a direct copy of Unreal's Flak Cannon... while removing the spectacular gibbage that was all the fun of it.

Halo had the shotgun, a smaller, weaker, dual weldable "Mauler" shotgun, and a pretty good Scattershot (which can also ricochet its shots off hard surfaces).

Blood has a double-barreled shotgun. You can fire each barrel in rapid succession or fire both at once, but then the gun has to be reloaded.

The Resident Evil games have always had shotguns and mostly followed the pattern of making them best used as melee weapons that use ammo, but the more recent games have begun to move away from this; in Resident Evil 4, one of the shotguns can be upgraded to be more effective at longer ranges. Also, in Resident Evil 5, one shotgun is as useful as any other non-scoped gun at long range since one of the pellets will always hit where the laser is pointed.

This is because 'sniper-type' enemies in 4 and 5 were generally much weaker than the mooks who would get up close and personal, and would go down in fewer shots as a result.

Ratchet & Clank has a new shotgun in each installment, and since the introduction of weapon upgrades has included such wondrous devices as one that shoots homing lava and one that fires exploding corrosive icicles.

Both Half-Life games have the SPAS-12 shotgun (unlike the real SPAS-12, it only fires in pump-action mode and in the case of the second game only loads 6 shells). The designers also mistook the magazine tube for a second barrel, allowing the player to "fire both barrels" for added damage while using up two shells at once.

Outlaws has three shotguns, single barreled, double barreled, and sawed-off double barreled.

Battlefront 2 has the normal shotgun, carried by the Engineer class, which shoots a spread of green laser beams and is only dangerous up close. The award shotgun, called a "flechette launcher" like in the above entry, shoots purple beams and has a much tighter spread. Curiously, the V-wing bomber on space maps has a starfighter-sized version.

BioShock and BioShock 2 both include shotguns. The first one has special electric buckshot ammo, and the sequel's double-barreled shotgun can be loaded with very powerful slugs. Infinite has a more mundane shotgun (lever-action this time) which is still very powerful, and can be upgraded with a faster reload, increased damage, and a larger magazine.

Quake I has two shotguns: a single-barreled version which is weaker but more accurate, and a double-barreled version which is powerful at close range but very inaccurate at long range.

Goldeneye 1997 has two shotguns, but the differences between them are mostly cosmetic. The Automatic Shotgun (actually semi-automatic) has a magazine of 5 and deals the most damage per hit of any weapon but the Golden Gun. The Shotgun (unlockable with cheats) is the same thing, but noisier.

Perfect Dark has a shotgun with a magazine of 9 which can be set on single or double blast. It's powerful, but suffers from a very long reload time (the animation is putting each individual shell into the gun one by one).

Rage has a shotgun that can be loaded with a variety of rounds, including slugs and "Pop Rockets", which turn the weapon into a weaker rocket launcher.

Dark Watch has a quad-barreled, pump-action shotgun that fires two rounds with each shot. It's also bladed.

7.62 High Caliber introduces shotguns and pistols simultaneously, though starting guns are typically low capacity (hunting guns, compact pump-action guns, or sawed-off shotguns). Buckshot has a surprising range for video games, however, and some guns can be fitted with a scope and loaded with slugs to use as a makeshift sniper rifle.

In Hexen, the Fighter's Infinity+1 Sword, Quietus, can't be used as a melee weapon and instead fires powerful fireballs in a spread pattern, effectively making it a magic shotgun.

Mass Effect 3 also introduces the Piranha, a full-auto-capable shotgun, and the Crusader, a slug-only weapon that works more like a sniper rifle than a shotgun.

Blockstorm has two, a full-size shotgun for the primary slot and a sawed-off for the secondary. Both are short ranged, but deal incredible power. The former has slightly better range, twice the capacity, a faster rate of fire and reload, and is the lightest primary weapon in the game; the latter has better power, but has a longer delay between firing each shell and is heavier than the longer-ranged pistol.

Automatics

Wolfenstein 3D has two of these: a machine gun and a "chaingun" (which was really a minigun)

Machine/nail/plasma/lightning guns exist in all of the Quake games in various forms. Quake had the nailgun, super nailgun, and lightning gun; Quake II had the machine gun, chaingun (really a minigun), and hyperblaster; Quake III: Arena had the machine gun, plasma gun, and lightning gun; and Quake IV had the machine gun, nailgun, hyperblaster, and lightning gun.

The Unreal franchise has numerous machine guns, miniguns, plasma guns, and crystal-shard guns. In particular, the Pulse/Link Guns have a Plasma Gun-style primary fire and a lightning gun-style secondary. A kill from the secondary will reduce the victim to a charred skeleton.

Blood has a Tommy gun. Blood 2: The Chosen has Mac-10's and M16s, the first of which can be dual-wielded.

The Mulcher of Gears of War 2 is a minigun that has to be set down and braced for anything resembling accuracy, while the Lancer of both games is the all-purpose automatic, and also your default weapon.

Most of the guns in Halo can be fired automatic; but the series from Halo 3 onward added some overkill with the ability to tear chaingun turrets off their tripod and go to town (It slows you down and runs out of ammo fast, but damn it looks awesome).

As can be expected, every WW2 game in existence features at least four of these. The Tommygun, MP-40, and Sturmgewehr-44 are the most commonly seen.

And don't forget the PPSh-41 'burp gun'.

Call of Duty 4 features about twenty representatives from this group.

The FY-71 and SCAR from Crysis fit this niche.

The Scavenger Rifle in Star Trek Voyager: Elite Force and the Enhanced Compression Rifle in Elite Force 2 fulfill the "assault rifle" niche, while the Tetryon Pulse Disruptor in Elite Force and the Tetryon Gatling Gun in Elite Force 2 fulfill the "minigun" role. The Arc Welder in the first game fills the "lightning gun" niche.

The basic Phaser also behaved like a lightning gun, though in terms of power and role, it was a [[weapon of last resort]]

Aliens vs. Predator 2 has the pulse rifle and "smartgun", as seen in the movies, and a 3-barreled minigun, which was not seen in any movies.

The remake gives you a ZI-Type 23 PDW, essentially a carbon copy of the Heckler & Koch MP7A1. With the proper upgrades, Lo Wang can dual-wield this as well. Lo Wang can also commandeer a floor-mounted minigun for those times when he has to blow a lot of demons out of the sky very quickly.

Star Wars: Battlefront 2 has the standard base class for every faction with an assault rifle. The award version shoots pulses of three bolts instead of being full-auto, but two hits will down anything short of a Wookie. The Clone Commander and the Destroyer Droid also have specialized high rate of fire unlimited ammo guns.

GoldenEye (1997) has quite a few automatics, including models based on the MP5, MAC-10, Škorpion and others. The most common is the AK-47 knockoff, though.

Perfect Dark has automatics based on the Steyr TMP, FAMAS and more, including a few completely original designs.

The M4 assault rifle with square holographic reflex seems to be the automatic weapon of modern FPS gaming, to the point that 80% of FPS games either have it or a gun based on it. This inspired a tongue-in-cheek post on Cracked.com decrying the lack of variety in modern game design.

Killing Floor has the Bullpup, (LL 2 A 1 carbine) , AK-47 (Draco AK carbine), M4 carbine, SCARMK 17, and MAC 10. The Bullpup, M4 and SCAR all have scopes/dot sights, while the AK makes due with iron sights. A different M4 can be purchased that has no scope, but has an attached M203 Grenade Launcher. The MAC 10 has incendiary rounds if used with the "Firebug" perk.

In addition to the many production models, Ghost Recon has the MR-C and XM 8 prototype assault rifles (the former never made it past mock-up stage in real life).

7.62 High Caliber makes automatics the bread and butter of combat. Submachine guns appear before assault rifles and have lower damage, but often higher rates of fire and are much smaller, making them easier to carry and maneuver (some machine pistols can even be fitted in belt holsters with the stock folded). When assault rifles with folding stocks show up, however, SMGs tend to get rapidly outclassed due to their shorter range and lack of power and are relegated to emergency weapons. This is especially true when body armor becomes common among enemies, since rifles have more chance to penetrate with standard FMJ rounds than pistols.

There are also light machine guns available, which fire the same rounds as assault rifles and battle rifles but with a much larger ammo capacity and a resistance to overheating (sometimes with the option for changeable barrels). They also tend to come with bipods by default, making up for their heavy weight by allowing the user to easily drop and cover an area with sustained fire or make accurate shots at long range.

Most weapon types in Blockstorm fill this role, one for each of the three "realistic" subtypes. The AK is the primary one, with good damage and accuracy while aiming, but with noticeable spread when firing from the hip. The MP5 deals less damage, but fires faster and is more accurate when spraying from the hip, while also being a little lighter for faster movement. The M240 is somewhat of a cross between this and a BFG, dealing even further damage (enough to even shred cover with little effort) and having a much larger magazine size, but in return it has heavy recoil, heavy weight, and a slow reload. The secondary slot gets a second SMG in the Mini-Uzi, which fills the same sort of role as the full-size MP5, though it's much heavier than the pistol to trade off for the larger magazine and rate of fire.

Nailguns

Quake and Quake IV's Nailgun and Super Nailgun, the former of which has a homing ability when zoomed in.

Team Fortress Classic' has a very accurate but, painfully slow, nailgun and Super Nailgun, which is only used by Themedic.

Fallout: New Vegas has the H&H Tools Nail Gun, a modified construction nailer. It's quite weak, but effectively silent, and its peerless rate of fire is coupled with cheap, plentiful ammunition.

The Railway Rifle makes its return in Fallout 4 as one of the Railroad's deadliest weapons.

The HV Penetrator, One of First Encounter Assault Recon's guns. Also nails foes to walls. A more powerful version, the Hammerhead, appears in F.E.A.R. 2: Project Origin.

In Gears of War, the Boltok pistol's shots move slower than other guns in the game. In Gears of War 2 multiplayer the players' characters duck their head if fired at, and it's slow enough to actually be dodged that way.

Although in all fairness, the Demoman's main defining feature is that he is the only class in the game that fights at mid-range, as opposed to every other class (excluding the Sniper) who deals their most damage up-close and personal. This actually turns the Demoman into a surprisingly deadly class when mastered, as his unique fighting range means that, with good aiming and prediction, he can turn anything into Ludicrous Gibs while it tries to close in on him.

It should be noted, however, that there is an old-fashioned handheld stick grenade in "Team Fortress 2". Unfortunately (or fortunately, depending on how one views it), it is only available as a melee unlock for the Demoman. As the description itself notes, "a sober person would probably throw it".

Without putting Team Fortress Classic in a bad light, there were regular frag grenades for all classes except for the scout, concussion grenades used for screwing up the enemy's aim and for a great boost of air for the scout and medic, the soldier's nail grenades which threw nails like a sprinkler and then blows up, the pyro's napalm grenades which cover the floor in fire, the heavy's and demoman's MIRV grenades which explodes into smaller grenades, the engineer's EMP grenades which blew up the enemy's ammo, and the spy's hallucination grenades which sprays a toxic gas that cause the enemies to hallucinate.

Gears of War has ink (which causes damage over time to all in the blackened area of its effect), smoke (which were more like flashbang but got nerfed), and frag grenades.

Unreal's rocket-launcher also doubles as this, allowing the rockets to be lobbed instead of launched at will. Unreal Tournament 2004 had an actual grenade-launcher, grenades from which would stick to a target and could be detonated remotely, as well as a mine-layer for deploying autonomous robotic mines that chase the target.

The semi-official mod ChaosUT adds hand-thrown mines with smiley faces that follow the target, saying things like "My grandma can run faster than that!" in an annoyingly cutesy tone of voice.

The Ballistic Weapons mod adds three grenades (frag, flame and toxic), remote-controlled explosives that double as laser-controlled tripmines as well as actual land mines that can be switched between anti-vehicle (larger damage) and anti-infantry (larger blast radius) modes.

Aliens vs. Predator 2 had a grenade-launcher similar to the Milkor MGL. It could fire 4 types of grenades: timed, proximity, spider, and EMP.

Bulletstorm brings us the flailgun, which shoots out a pair of grenades connected by a chain that can be wrapped around enemies and remotely detonated.

Battlefield Heroes has TNT for all classes to use against vehicles as it clings to them but is otherwise hard to use against infantry with its long detonation time, small damage radius and loudening sound toward detonation. Gunners can instead use a rocket launcher against infantry and vehicles, while Soldiers can get an antipersonnel grenade that blows up faster (though it blinks red) and use the GrenadeSpam which is Exactly What It Says on the Tin, throwing several grenades at once that explode even faster.

The Scavenger Rifle alt mode also qualifies as a grenade-launcher, though it always detonates on impact rather than bouncing.

The Pulse Rifle from Aliens Vs Predator 2, like the Scavenger Rifle, also doubled as a grenade-launcher.

Postal 2 had grenades which technically had three modes. Throw them, drop them as mines, or drop them and then kick them into enemies. There were also other such thrown weapons, among them scissors, molotov cocktails, and anthrax-filled cow heads.

Ratchet & Clank has tons of these, including one that scatters dozens of bouncing cluster bombs and one that fires miniature nuclear warheads.

Operation Flashpoint has two revolver-type grenade launchers, the MM-1 and the RG-6, and funnily enough, they are two of the least useful weapons in the game. In both cases, you can only carry 12 grenades at a time, they have no functional sights to speak of (so hitting anything at a distance is pure guesswork) and the grenades are no more powerful than your garden-variety hand grenade anyway.

Then there are the mortar shells that are used in a manner similar to real-life rifle grenades.

Thrown and launched grenades have always been a staple of Call of Duty games. Examples range from the simple potato mashers and smoke grenades in Call of Duty 2 to Semtex, EMP, concussion and stun grenades, as well as the rifle-mounted launchers in Modern Warfare.

Almost everyone in Star Wars: Battlefront 2 has at least a few grenades, and three of the four factions have unlockable classes that carry grenade launchers. Special mention goes to the Wookie Warrior, who carries four normal grenades and has fifteen shots for his grenade launcher.

Tribes 2 has four types of hand grenades available: regular grenades which explode normally; concussion grenades which causes everyone in the blast radius to drop their weapon and pack; whiteout grenades which temporarily blind everyone nearby; and flare grenades which redirect incoming missiles. Players could also trade their grenades out for deployable cameras that stick to walls and can be used from the CC to remotely view the surroundings and to defeat sensor jammers. Additionally, Assault and Juggernaut armors could pack an actual grenade launcher that bounce around for a while and then detonate on impact, as well as the Juggernaut-only Fusion Mortar that overlaps with BFG.

Blake Stone has the Plasma Discharge Unit, which not only has an arc trajectory and splash damage, but a rather rapid fire rate as well.

GoldenEye (1997) has a rotating grenade launcher with a capacity of three magazines.

Perfect Dark has two grenade launchers: the SuperDragon (assault rifle with M203-like underslung launcher) and the Devastator (more powerful grenades with a Sticky Bomb option).

Killing Floor has three, the single-shot M79, the six-shot, rotary M32, and the M203 launcher attached to one of the available M4 Carbines.

Some of the assault rifles in Modern Warfare have optional attached grenade launchers.

7.62 High Caliber introduces grenade launchers late in the game, though hand grenades are around from the start. Both operate realistically (having a relatively small explosion that flings individual projectiles from the center), so grenade launchers have an advantage mainly in being able to launch grenades at long range with "pick a window" accuracy.

System Shock 2 has a grenade launcher; which has several ammo types; frag, proximity mines, EMP, Incendiary, and disruption.

Mass Effect 3 has various types of cooldown-independent grenade powers, with grenades as a separate resource from standard ammo. There's also several launchers available as standard weapons: the M-37 Falcon and Striker assault rifles, the Venom shotgun, the Acolyte and Scorpion heavy pistols, and the Krysae sniper rifle.

The standard explosive weapon in Blockstorm is a grenade. Good for clearing out entrenched foes and ruining the trench they were hiding in for good measure. Can also be traded out for Claymore mines that detonate upon an enemy tripping the laser, or C4 packs that have to be placed directly on a surface but have an even larger and deadlier blast.

Rocket Launchers

Used in all of the Doom and Quake games. In Quake, it uses the same ammo as the grenade launcher, and one of the monsters is particularly resistant to that overpowered weapon.

Used in Duke Nukem 3D, as the RPG (Rocket-Propelled Grenade launcher).

Shadow Warrior has a rocket launcher that can be used to fire regular missiles, heat-seeking missiles with a heat-seeker card, and even a miniature nuclear warhead.

The remake's rocket launcher can be upgraded to launch up to three rockets at once, do more damage with its rockets, and to have a laser guidance system.

Rise of the Triad had a Bazooka, Heat-Seeking Bazooka, Drunk Missiles, Flamewall, and Firebomb (bordering on BFG). That game loved its missile launchers.

Many examples in Daikatana. The first episode's Sidewinder fired two missiles, the second episode's Trident fires three tips at a time, and the third episode's Ballista fires one large log that splinters into fragments and can pin enemies to walls.

The spinfusor in Tribes launched fast, deadly discs with a large explosion, while the plasma rifle launched slower, less deadly plasma balls with a smaller blast radius.

Tribes 2 had an actual Missile Launcher that was heat-seeking and was used mainly against vehicles and turrets (jetpacking players could be targeted and hit as well if their heat level has gone above a certain threshold). Throwing a flare grenade was the only was to defeat a missile lock. A larger version could be equipped onto base turrets which the AI used decently.

This shows up again in Tribes: Ascend as the Doombringer's secondary weapon, the Saber Launcher. Instead of locking onto other players being based on heat, they have to be in mid-air and the launcher's sites for three seconds. Flare grenades are absent, and the missiles must instead be shot out with a single hit from any weapon.

The Tri-Rocket Launcher in Unreal Tournament III, which may be fired singly, spread or in a spiral. Earlier entries in the series allowed 6 simultaneous rockets or grenades to be fired. Both versions could track targets.

The Ballistic Weapons mod adds the G5 RPG that behaves like an actual shoulder-mounted rocket launcher and can be used in three modes: dumb-fire, laser-guided and heat-seeking mortar. It's extremely overpowered, capable of one-shotting a tank with a direct hit and targeting other players, Making it very useful on VCTF maps.

The Photon Burst of Star Trek Voyager: Elite Force and Quantum Burst of Elite Force 2 fill this niche. The Quantum Burst also fit the missile launcher subtype, since it had the option to guide its torpedo with a laser designator.

Probably the best fit for the concussion rifle (don't let the name fool you, it'll do a lot more to your enemies than give them a Concussion) in Dark Forces and Star Wars: Republic Commando. The original incarnation would fire an invisible bolt that caused blue flame to erupt at the enemy's feet. Later it would fire an explosive bolt, or a beam that caused an explosion.

Dark Forces 2 and Jedi Outcast also have more traditional rocket launchers, respectively the Rail Gun and the PLX-2.

The original Turok had the Quad Rocket Launcher, which fired four rockets at once. Seeds of Evil, its sequel, introduced the Scorpion Missile Launcher, which only fired three missiles, but each one was computer guided and chased the target down.

Shadow Warrior had a missile launcher that could fire regular rockets. Optionally you could get a heat seaker card to make a few rockets heat seaking. And, rarely, you could get a nuclear warhead.

Ratchet & Clank loves its rockets, with such gems as a triple-rocket shotgun and a launcher whose rockets burst into a dozen homing mini-missiles.

The "Miss Launcher" special weapon from Fallout 3 provides an interesting case; It is technically a missile launcher, (it even uses missiles for ammo,) but it has been modified to launch the missile without igniting the missile's delivery system, causing it to behave more like a grenade launcher. (The extra damage it does is attributed to the unspent jet fuel still in the missile.)

Fallout: New Vegas has the standard Missile Launcher from its predecessor along with a suped-up unique version named Annabelle, and its Lonesome Road DLC has the full-auto rocket launcher Red Glare.

Fallout 4's Missile Launcher can be modded with a Targeting Computer to fire homing missiles.

Battlefront 2 has the rocket launchers carried by the Vanguard class, which can lock onto vehicles to help you take down those pesky snowspeeders. The award version allows you to remote-pilot the missile, though it has limited fuel.

Killing Floor has the L.A.W., which is so heavy that no other weapon save your starting knife and pistol can be carried in conjunction with it. It inflicts horrific damage to compensate for this.

Resident Evil 4 has single-use RPG's that take up a motherload of inventory space. There's also an infinite ammo version unlocked on a New Game+.

The Modern Warfare games have the RPG-7, the Javelin anti-tank missile launcher, and Stinger anti-air missiles.

The Bazooka, Panzerschreck, and Panzerfaust in the Medal of Honor series.

Rare, expensive, and often useless in 7.62 High Caliber due to the lack of armored vehicles to take out and the insistence on realistic explosive power and fragmentation. Many of the available rocket launchers are also disposable, making them a one-time thing.

An alternative to grenades in Blockstorm is a very heavy RPG. Like most other weapons you can change the skin to make it look however you want, but you only get one shot at a time and there's a slight delay between pulling the trigger and the rocket launching.

Marksman Guns

In Red Faction, the precision rifle is the most common weapon among mercenaries in the last part of the game. It is laser-accurate, scoped and fires as fast as you can click the mouse.

In all version of the game, and despite its reputation, the AK-47 is best used this way except at short range: high recoil makes even the second bullet fired in a row hard to land, but the first shot is incredibly accurate and always a One-Hit Kill with a headshot even against someone with a helmet.

The AUG and Krieg 552 were meant to be this, as they both have weak scopes that lower rate of fire. As they couldn't one-shot kill someone with a helmet both were actually worse at it than the AK (despite being much more expensive). They're considerably better for this purpose in Global Offensive, as the AUG and the SG 553 (the Krieg's equivalent) lost some base damage in exchange for enough armor penetration to kill in one headshot even through helmets.

Wolfenstein 3D's FG-42 uses the same ammunition as the more deadly bolt-action scoped Kar 98, meaning it's almost always a bad choice for sniping.

Vietcong has the semiautomatic SKS Simonov and M1 Carbine, and the bolt-action Mosin-Nagant and Winchester rifles.

The M16A4 from Call of Duty 4 fits this mold closer than it does the "automatic" one, as it always fires a burst (on multiplayer) and is incredibly accurate even with plain iron sights. There are also the semi-automatic G3 and M14, whose lack of automatic generally has them out-matched in close-quarters.

Modern Warfare 2, 3, and Ghosts have the M14 EBR, which acts more as a sniper rifle in two of the three and may be equipped with an ACOG or thermal scope. They also have variations on the FN FAL that serves a similar role.

In Call of Duty: World at War, most rifles fell under this, being semi-automatic or bolt-action which usually causes them to get completely outmatched at close-enough ranges by submachine guns and shotguns. In a less standard example, the StG44 is automatic and causes very little recoil, but has a slower fire-rate and/or power than submachine guns or shotguns, once again causing them to get outmatched by them frequently at close-enough ranges, but allowing it to be far more effective from a farther distance.

The Hammerburst rifle fits this best in Gears of War 2, while it was mostly the Lancer in the original.

The Breechshot from Judgement also qualifies.

Unreal Tournament's ASMD Shock Rifle usually fills this niche, though it can also be used to knock people off very tall buildings/ledges. In Zoom Instagib mode, it's more like a railgun.

The rifle in Unreal, and the sniper rifle in Unreal Tournament could also be used as such; they had a rather high firing rate, making them quite powerful at medium distance combat.

The Ballistic Weapons mod for Unreal Tournament 2004 has the SRS-900 Battle Rifle with a variable-zoom scope and toggleable silencer. Unlike the mod's dedicated sniper rifle, the Battle Rifle has a 20-round magazine and can be set to burst-fire and full-auto as well as semi-auto.

The Phaser Compression Rifle and Infinity Modulator of Star Trek Voyager: Elite Force and Elite Force 2 fill this niche, the Compression Rifle less so because it has a small amount of splash damage. The Compression Rifle's alternate fire in the first game is more like a sniper rifle; in the second game, this was removed, and a sniper rifle was offered as a separate weapon.

Halo has the Battle Rifle (introduced in Halo 2, which fires three bullets per shot, and can kill in 4 headshots. Halo: Reach introduced the Designated Marksman Rifle, which is a semiautomatic weapon with a very similar role. On the Covenant side there is Covenant Carbine, with Reach adding the Needle Rifle, a weapon which is a more precise version of the smaller needler. On the Promethean side, there's the Lightrifle, which fires Hard Light.

Almost any modern day game that has the M14 in it. The G3 and FAL may often serve the same role to a lesser extent, but it's more likely for the G3 in particular to be treated as a slower-firing but harder-hitting assault rifle.

The Spy's alternate revolver, the Ambassador, in Team Fortress 2, deals criticals on headshots but is otherwise fairly weak and becomes inaccurate for a few seconds after each shot.

The StA14 Rifle in Killzone 2 is a semi-automatic gun with an 8-round mag. It's only got a dot sight, but it pretty powerful and accurate. The third game gives it a scope.

The Marksman Carbine and its unique variant, the All-American, from Fallout: New Vegas. Other marksman guns include the Hunting Revolver, Cowboy Repeater, Trail Carbine(similar to Lincoln's Repeater, but can also be modded with a scope), Ratslayer(modified Varmint Rifle with nightvision scope and silencer), Battle Rifle/This Machine, and the Brush Gun. The Hunting Rifle returns with more punch, and can now be given a sniper scope, as well as using the same ammo as the standard Sniper Rifle. The Brush Gun is the most powerful, although it lacks a scope option and uses one of the rarest ammo types. The .44 Magnum is no longer scoped by default, but can be modded with one.

The SCAR from Crysis makes a useful improvised sniper rifle when you attach the sniper scope and fire on single.

The Sniper Rifle is more of a scoped marksman rifle than a full-on sniper.

Fallout 4 has the Combat Rifle, the successor to Fallout: New Vegas's Marksman Carbine, in addition to the Hunting Rifle (which can be upgraded to a full sniper rifle), semi-auto Assault Rifles, and scope mods for the Magnum and other pistols.

Killing Floor has a Winchester Model 1894 lever-action rifle and an M14 EBR.

The Dragunov, VSS Vintorez, G3A3, FAL, and M14 in Rainbow Six 3: Raven Shield, as well as the three 5.56 assault rifles with built-in scopes. In fact, most of the non-scoped weapons can be fitted with mini-scopes.

Perfect Dark has a scoped version of the Falcon, and a Hand Cannon that can shoot through multiple enemies. In Zero, the player's default pistol and SMG are both equipped with scopes.

The Ghost Recon series includes the Beretta Rx4 Storm, Bushmaster ACR (prototype), FN SCAR-H, M14, etc. Unlike its semi-auto real life counterpart, the Rx4 has selective full-auto fire, making it also an automatic/assault rifle. In Future Soldier, setting an assault rifle to semi-auto fire allows it to fill the marksman role

Quake IV's submachine gun has this function when using the scope, and it also switches to semi-auto fire in this mode.

Assault rifles made by Jakobs in Borderlands 2 fit this role quite well, being semi-automatic and focused on accuracy.

The HK 417 from Spec Ops: The Line fits this role, being a scoped semi-automatic rifle with less damage and a lower zoom level than a sniper rifle.

The Carbine from BioShock Infinite fits the definition perfectly— a semi-automatic weapon with moderate stopping power that serves as a midway point between the Machine Gun and the Sniper Rifle. Its Vox-modified counterpart, the Burstgun, also qualifies, though its three-round burst capability makes it slightly better in close quarters.

7.62 High Caliber can let virtually any gun of sufficient power operate as one (even a pump-action shotgun can be used at long range when loaded with slugs), but the most typical would be 7.62x51mm battle rifles like the FN FAL and M14; as they have heavy recoil when fired in full auto (assuming they even HAVE a full auto setting), they're often used with iron sights or fitted with optics and used as a poor man's sniper rifle. There are also Mosin-Nagant bolt-action rifles that are found without scopes at all, making them the first weapon most snipers use until they get a real gun.

The Stalker Pattern bolter in Warhammer 40,000: Space Marine is the bastard offspring of a sniper rifle and the Godwyn Pattern bolter, usable for both sniping and normal combat.

Mass Effect 2 and Mass Effect 3 have the M-96 Mattock, a semiautomatic weapon that takes up the assault rifle slot in your Limited Loadout. It's slower-firing than the actual assault rifles but is nearly as accurate as a sniper rifle at long range and has among the highest base damage of any assault rifle. Not much good for fighting off Zerg Rushes, unfortunately, so in 3 you need to carry a faster-firing backup weapon.

Mass Effect 3 also adds the M-99 Saber, akin to the Mattock but heavier and slower.

The Rifle in Blockstorm is essentially an upscaled version of the Pistol, with only slightly increased damage but a better zoom when aiming and tighter crosshairs allowing for more consistent hits at range. Headshots are especially deadly.

Doom (2016) has the Gauss Cannon, which acts a lot like a railgun, and can be modded for long-range accuracy. The Heavy Assault Rifle can also be scoped to this effect.

Crossbows

Heretic's Ethereal Crossbow may have been the earliest example. While literally a crossbow, the Ethereal Crossbow probably was that game's version of a Shotgun: it was weapon number 3, fired multiple projectiles, was less effective at long range, and had plentiful ammo.

The stakegun in Painkiller impales foes and nails them to walls. The bolts spontaneously ignite once they have traveled a certain distance, dealing double damage if they hit.

The third medieval episode in Daikatana has two crossbows. The smaller Bolter functions akin to a pistol, while the larger Ballista is the episode's rocket launcher.

The crossbow in BioShock shot extremely deadly bolts and incendiary bolts, and created electric line traps which the monsters never managed to avoid. Webbing up a few choke points with electric tripwires is usually the safest way to dispatch a Big Daddy.

BioShock 2 replaces it with a spear gun with a somewhat similar firing mechanism capable of pinning enemies to walls.

No One Lives Forever had an underwater speargun, which functioned in more or less the same way as a crossbow.

The game had an actual crossbow as well.

The speargun and net gun from Monolith's Aliens Vs Predator games fall into this category.

The Razorjack from Unreal fired shuriken-like blades that could bounce off walls and take people's heads off. Unreal Tournament took the design and reworked it into the Ripper whose secondary fire launches exploding discs.

The ChaosUT mod for Unreal Tournament, included in the Game of the Year Edition, adds a crossbow that can fire explosive or poison-tipped arrows in addition to the regular variety.

ChaosUT 2 for UT2004 keeps the crossbow and adds the C.U.T.T.E.R., a reworked version of the Ripper: secondary fire causes the disc to shatter on impact, acting as an impromptu fragmentation bomb.

The Turok series has always had a bow weapon of some kind, but not until Rage Wars was it an actual Cross Bow.

Perfect Dark had a very useful crossbow. It had tranquilizer and instant kill functions, was very accurate, and had a fast rate of fire. It's main problems were that it was only used in one mission and in multiplayer, and that it had a slow reload speed.

The Mule shotgun from Resistance: Burning Skies has an attached crossbow that shoots explosive bolts.

Dark Watch features a "double-barreled" example that fires explosive bolts.

Two stealth missions in Syphon Filter 2 give you a tranquilizer crossbow, although headshots are still lethal, which is not allowed on certain enemies.

Both installments of Call of Duty: Black Ops feature a crossbow as a usable weapon. In the first one, it can fire both normal and explosive bolts, while the sequel only has the latter. Black Ops 2 also features a futuristic crossbow that can load three bolts at once.

Fallout 3 has the craftable Dart Gun, which does only scratch damage initially, but instantly cripples the victims legs as well as inflicting poison status for 8 seconds.

Mass Effect 3 has the Talon Mercenary Engineer in multiplayer, whose melee is replaced with an omni-crossbow that can fire a spread of bolts or a single focused shot. Expendable charges can be used to enhance the next few shots with armor-piercing or concussive effects.

The Shadow Warrior remake has a crossbow that can nail yakuzas and lesser demons to walls, and can be upgraded with a more powerful draw and an upgrade that lets you fire remote-detonated explosive bolts called Sticky Bombs.

The Ballistic Weapons mod for UT2004 adds the very powerful R78A1 sniper rifle that can instantly kill with a body shot if the target doesn't have armor, and the M75-TIC railgun that can punch through and destroy a tank with a single well-aimed, fully-charged shot.

Gears of War has the Longshot sniper rifle. Railgun trail, but still a rifle.

The Farsight XR-20 from Perfect Dark is a perfect sniper railgun - extreme penetration factor, and an alien phlebotinum X-Ray visor to see through walls, up to almost a kilometre. Needless to say, extremely useful.

There is also a regular sniper rifle which is essentially a clone of the one from GoldenEye (1997).

Same with Resistance - the alien Sniper rifle can even slow down time.

In AVP2's singleplayer, the sniper rifle is picked up right at the end of the game, making it useful for only about three enemies.

Sniping is a common feature in the Call of Duty series and other World War 2 games.

The Halo games feature the UNSC Sniper Rifle as well as the battery powered Covenant Particle Beam Rifle often employed by Jackal snipers. Halo 4 introduces the Forerunner Binary Rifle, which fires a beam that can one-shot enemies without needing a headshot.

Crysis's Sniper Rifle and Gauss Rifle (with the ability of a holo or ACOG sight instead of sniper scope, and attachable laser)

As mentioned above the Lever-Action rifle in Outlaws lies somewhere between marksman gun and sniper rifle.

Battlefront 2 has the sniper rifle, which can kill in one headshot or two body shots, and the award version kills in one hit regardless of where you hit the enemy with it. Yes, that's right, I just killed a stormtrooper by hitting him in the toe.

GoldenEye (1997) has a sniper rifle with an extremely long range, but it's rather underpowered for its size. There is also no way to get rid of the Sniper Scope Sway.

Singularity 's sniper rifle also has a time-dilating scope. There's also the Seeker, which has a scope that can see through walls and projectiles that can travel through them.

Starsiege: Tribes and Tribes 2 both had a laser rifle that ran off the player's backpack energy supply. Tribes: Ascend has a more traditional bolt-action rifle which charges up its shot like the Team Fortress 2 example, but also a "Phase Rifle" that uses both energy and ammo, but does not need to charge.

Late game weapons in 7.62 High Caliber; since even shotguns can be fitted with scopes and the right ammo to act as pseudo-sniper rifles, what sets true sniper rifles like the Remington 700 apart from guns like M14s fitted with scopes is simply higher accuracy.

Fallout: New Vegas retains the standard sniper rifle and Gauss rifle from its predecessor, along with adding unique variations of those, and the Anti-Materiel Rifle.

The Far Cry series has the AW 50 in the first game, the AS 50 in 2, the Dragunov SVD in 2, 3 and 4, the M-700 in 3, the Z93 in 3 and 4, and the Kobracon in Blood Dragon.

The Sniper Rifle is a weapon type in all three Mass Effect games, available to Soldiers and Infiltrators.

Blockstorm has one of these, too. It's not noticeably heavier than the standard Rifle and gets a scope to take advantage of its incredible accuracy, and is a guaranteed one-hit kill, but in return it's the only weapon with any degree of aiming sway, the scope takes time to drift where you tell it to aim at, and it only carries one shot at a time before needing a slow reload.

Flamethrowers

Heretic's Phoenix Rod, when powered up with the Tome of Power, transformed from a rocket launcher to a flame thrower.

His/her alternate secondary weapon, the Flare Gun, could fit into a variety of categories- it fires a single long-ranged flare in an arc that sets any enemy it hits on fire.

The Scorcher has a deceptively long range, and can be used to light enemies on fire, causing them to go straight from burning to dead.

Halo 3 introduced a flamethrower; oftentimes lying around during levels with the Flood. It's awesomeness was mitigated by the fact that it slowed the user down significantly. The PC version of Halo: Combat Evolved had a flamethrower that did not have this negative effect, but it was only found in multiplayer maps.

Far Cry 2 has a flamethrower that has a surprising variety of uses, due to the fact that the game world contains a lot of foliage that can be ignited to create walls of fire, and ammo crates that you can light on fire to wreak havoc on an enemy guard post. Alternatively, you can use it to burn down herds of whatever for absolutely no reason.

Serious Sam - The Second Encounter has a flame thrower which is notable for getting this weapon very early in the game, in spite of being one of the strongest weapons in Serious Sam.

The flamethrower is very fun to use in Aliens vs. Predator 2, especially against humans because of the screams that they make while dying.

Blood features Aerosol Flamethrowers. You could spray flame on your enemies or throw a lit can, which bursts into fire like an incendiary grenade.

Battlefront2 has the Bothan's Incinerator (which doesn't actually spout flames, but does melt the target with a sustained stream of heat), and the heroes Boba and Jango Fett both have a more traditional version.

BioShock's Chemical Thrower is a flamethrower when loaded with napalm, but can also be loaded with supercooled liquid nitrogen or electric gel. The sequel doesn't feature a similar weapon, but the effects can be duplicated by the third level of the Incinerate! plasmid.

Killing Floor has a flamethrower. It has a large fuel capacity, but is of questionable effectiveness unless used by the "Firebug" perk, where among other benefits, it has double it's normal range.

The Fallout series has the Flamer, which is the standard oversized blowtorch lamethrower, and the Incinerator, which shoots a long-range stream of fireballs.

The flamethrower ("TOZT-7 Backpack Napalm Unit") in the Marathon series does a lot of damage quickly, the downsides being its short range (the manual says 20 feet, but it seems considerably less than that in game) and rapid fuel consumption rate (continuous fire will cost you a fuel tank, which are among the least common ammo in the game, every seven seconds). It's also useless against armored enemies, though it works great against clusters of unarmored mooks.

The Biorifle in Unreal series also has a charge-up secondary fire. Massive damage at the cost of ten shots worth of ammunition. It could also fall under gimmick gun since the goo blobs persist if they don't hit anybody, creating temporary minefields.

The Dispersion Pistol, your very first weapon in the original Unreal, also works like this, and gets even more powerful as you find upgrades for it (but gets a slower firing rate).

Half-Life's secondary fire on the Tau Cannon worked liked this. A fully charged beam is VERY lethal and can peneterate walls but not firing the weapon within 12 seconds of achieving full-charge will cause the weapon to backfire, severely injuring the user.

Halo's Spartan Laser. Several seconds to charge up, but whatever is under the reticle when it fires is in for a world of hurt. Not to mention the plasma pistol's charged shot.

Halo: Reach's Plasma Launcher can charge to fire up to four homing plasma grenades, Halo 4's Boltshot has a shotgun-esque charge shot, the Plasma Caster can charge to fire a sticky grenade that releases secondary explosives, and Halo 5: Guardians's Incineration Cannon has a more powerful charge shot.

Doom 3 has its BFG work like this. Though it could be fired off earlier for less damage, and blew up in your face if you held the charge too long.

Doom (2016) has the pistol having this by default, but the Gauss Cannon also has this ability through mods.

The Charged Dart rifle and Nuke Weapon from Turok 2. Also, the particle accelerator from the first game.

The De-atomizer in The Conduit is normally an energy version of the Marksman Gun. If it is charged before firing, however, it shoots three anchor points instead. If an anchor point hits a target or an obstacle, the other two will whip around (like a bolo) and do extra damage. Can be used to shoot victims hiding around a corner.

The Dark Trooper's arc cannon in Battlefront 2 works like this. Fully charged, it can take down five normal infantry in a cluster, unless they are Wookies and even then it will put some serious hurt on them.

The Mauler from Perfect Dark has a magazine of 20 and can be charged up to deal five times as much damage per shot, at the cost of a much slower firing rate.

Killing Floor has the Husk Fireball Gun, which can be charged up to launch flaming projectiles of varying damage.

The campaign-exclusive Storm PSR in Call of Duty: Black Ops 2 functions both as one of these and a sniper rifle. Notably, rather than using any kind of fictional energy projectile, the "charging" feature is actually based on the real-life Metal Storm weapons system; it queues up to 5 superposed bullets and fires them all at once, so as to hit the same spot five times for massive penetration.

The Geth Plasma Shotgun, added via DLC in Mass Effect 2, can be charged to do massive damage at the cost of consuming extra ammo.

Mass Effect 3 added more chargeable weapons. The Chakram Launcher, Graal Spike Thrower, Venom Shotgun, Kishock Harpoon Gun, Acolyte, and Arc Pistol can be charged up for enhanced effect and damage. The N7 Typhoon, Particle Rifle, and Striker Assault Rifle all become more powerful the longer you hold down the trigger.

Fallout 4 has the Laser Musket, which charges with a hand crank to varying levels depending on the modifications. The Gauss Rifle and a few other energy weapons also have charge functions.

The shrink-ray and freeze-ray in Duke Nukem 3D, and the microwave attachment in the Plutonium Pak/Atomic Edition.

Hexen Clerics have the Wraithverge as their ultimate weapon. Wherever the projectile hits, there spawn about a half-dozen ghosts that fly about randomly and tear apart every Mook in the general vicinity in badass fashion.

Hexen Mages get the Frost Shards, which freeze enemies if they take enough damage and make them vulnerable to shattering with other weapons.

Similarly, Team Fortress Classic has the medkit. You use it to either heal people or give them AIDS. Same with Sven-Co-op, minus the infection feature, and absolutely needed for maps with no health stations.

As well as the afore-mentioned Nuka-Grenade, Dart Gun and Railway Rifle.

(Almost) every single gun in Ratchet & Clank not mentioned elsewhere on this page (and sometimes even those once fully upgraded). Electrify your enemies, freeze them, Suck them up and use them as ammo, turn them into exploding sheep, Feed them to an extra-dimensional entity, turn them against each other with mind-altering slime, or force them to dance themselves to death? The choice is yours.

The Displacer in Half-Life: Opposing Force functions almost identically to the Trope Namer, except it teleports with a direct hit. the alt-fire teleports the player to/from Xen, where you'll usually find ammo/medpacks/healing pools.

Each episode in Daikatana has its own BFG, but their usefulness tended to be questionable:

The Shockwave Cannon in Episode 1 fires a sphere that creates damaging blasts every time it bounces off of a surface.

The highly popular Ballistic Weapons mod for UT2004 adds the R75 Tactical Infantry Cannon, a bolt-action railgun with sniper and thermal scopes. Once the scope in on, the gun will start charging; a fully-charged shell instakills anything it hits, including tanks and even what was behind that tank! It can even see through walls via the thermal scope and hit what is behind that wall.

The SBC Cannon in Serious Sam - shoots a large cannonball which is devastating to columns of small and medium-sized enemies.

One or more for every Turok game. The "Chronosceptre" and "Fusion Cannon" from the first game, the aptly named "Nuke" from Turok 2 (which, in an aversion to Yahtzee's above quote, does nothing to the end boss) and the PSG (Personal Singularity﻿ Generator) from Shadow of Oblivion.

Descent: the aptly named Mega missile (which also homes), and in the sequel the often suicidal Earthshaker.

Ratchet & Clank has its own line of RYNO weapons, which launch salvos of homing missiles. It also featured the Zodiac, which incinerated everything in sight but whose ammo cost more than most entire weapons.

With the introduction of upgrades, pretty much every weapon can eventually be turned into a BFG.

Mass Effect 2 has the M-920 Cain which is practically a space age nuke launcher.

The Magna Guard in Battlefront 2 has a weapon that is essentially a rapid-fire anti-infantry rocket launcher, which happens to look remarkably like a pistol on the model.

Tribes 2 has the Fusion Mortar which instakills everyone in the blast radius and has a very long range; it's literally a man-portable artillery gun. It is also very accurate but it's very unlikely that one can hit a target at extreme range without a teammate painting it. As a tradeoff, it has a very slow rate of fire, the shell emits a highly visible trail of green smoke and the gun can only be carrier by Juggernaut armors. There is also a vehicle-mounted version on the Beowulf tank which has infinite ammo.

Marathon: RED, a Game Mod, has the Omega Cannon, which can be used to propel oneself without damage.

If you built the Rocket Artillery (GDF) or Plasma Mortar (Strogg), you can use the Tool to change where the shells/plasma lands.

Combined Force sim ARMA 2 has a literal laser designator for player pilots to lock onto with laser-guided bombs or laser-lock-capable missiles.

Its predecessor, Operation Flashpoint, had one too. The one mission that used it involved sneaking into enemy territory, painting a road bridge with the designator until friendly planes come to bomb it, and getting back to safety.

Bad Company 2 has the marker gun that can temporarily mark targets, which enables AT weaponry to lock onto them. Possible targets include all kinds of ground vehicles, stationary weapons, and helicopters. And sometimes, even infantry.

Halo: Reach introduces one which calls in missile strikes. It shows up in Firefight and Campaign.

The Engineer's Sentry Gun in the TeamFortress series: Usually the engineer's most potent means of defense, these start out firing at slow speed from a fixed position, but can be upgraded into gatling guns and/or dual gatling guns with rocket launchers.

The Warthog's turret in Halo, which not only allows a second passenger to hitch a ride on the Warthog, but allows him to lay down covering fire in all directions as well.

Ground-mounted turrets also appear in later games, and can be ripped off their stands to cut down their ammunition capacity, but provide serious firepower for as long as they're lugged around.

In the last level of Halo: Reach, you use a railgun/mass driver turret to defend the escaping Pillar of Autumn.

Ratchet & Clank has all kinds of variations, including actual manned turrets, grenade-sized deployable turrets, vehicles with mounted guns, and even portable shields that zap things with lightning.

The Gatling gun in Outlaws while you can move around while it's in your inventory once you get it out you can't move.

The Marksman class in Battlefront 2 can deploy a stationary laser turret.

The ChaosUT mod for Unreal Tournament can replace Redeemers with small teleport modules that can be used to deploy an auto-turret. Said turret can fire rockets or shock balls, depending on it's setting by the owner as well as available ammo. It can be reloaded from the rear with rockets and Shock Rifle ammo; if it runs out of ammo, it self-destructs after a short time if not reloaded. As an added twist from the modders, the turret considers the person who last reloaded it as it's owner, meaning that reloading an enemy turret will turn it to your side.

The Ballistic Weapons mod for UT2004 has two machineguns and a minigun that can be deployed using collapsible bipods. Once deployed, they can be used like stationary vehicles and they also enjoy a MASSIVE increase in accuracy. Deploying a minigun and setting it to 3600 RPM has predictable results.

BioShock features automated turrets (mounted on swivel chairs) that you can hack to make work for you. BioShock 2 adds temporary mini-turrets that you can throw down to support you.

Perfect Dark had the Laptop Gun, which could fire like a normal submachinegun, or be thrown to act as a turret. The turret didn't have a lot of ammo, but you could grab it again to reload it. In the prequel, the M-60 Machine Gun and Rocket Launcher can be mounted on and removed from turret platforms.

Blood's Life Leech, a skull-tipped staff, gained a secondary attack to this effect in the Plasma Pak expansion. When set down it rotates, shooting bluish projectiles at enemies until it runs out of ammo, and doubles as a stand to reach areas up above.

Modern Warfare 1 has you use the Mark-19 grenade turret on a Sea Knight in "Shock and Awe", and the minigun on a downed helicopter in "Heat". The second and third games have automated sentry guns.

In the Deus Ex series, the player can hack into sentry guns and use them against enemies.

While most of the weapons in Heretic, under the effects of the Tome of Power, simply became bigger, badder versions of themselves, the powered fire for the Dragon Claw, Hellstaff, and Phoenix Rod were drastically different.

Blood has secondary fire for nearly all weapons. Blood 2: The Chosen followed suit.

Dark Forces and Marathon both feature alternate fire modes for most (though not all) of their weapons.

Every weapon in Star Trek: Voyager: Elite Force, and most weapons in Elite Force 2, have secondary fire modes.

All guns in Deus Ex: Invisible War have an alternate-fire feature. Some toggle modes such as a flashlight or scope, while others fire grenades or different shots that drain varying amounts of the player's Universal Ammo.

Call of Duty 4 had grenade launchers attached to some of its assault rifles in single-player and an option for one on assault rifles in multiplayer. Call of Duty: World at War also allowed bayonets attached to various guns.

Army of Two allows you to put grenade launchers and shotguns on the barrels of assault rifles.

Crysis allowed you to attach 'tactical attachments' within the single-player and grenade-launchers in both the multi- and single-player, of which the former essentially fired an unlimited amount of a projectiles which silently knocked out a target with a cooldown.

Also evident in the multiple attachments available for almost every weapon. Everything from silencers and flashlights to freeze-rays and shotgun-mounted sniper scopes.

The 2008 Turok video game had 'alternative-fire' options for most of its weapons, but they often changed something about its primary function or had it used in a different way, and so, many don't go under this trope. The weapons that do go under this trope were the shotgun's flare launcher, the pulse rifle's 'Disruption' grenade launcher and the flamethrower's napalm grenade launcher.

Likewise, the original Turok games had alternate ammo for near every single weapon. For example, the Shredder's vanilla form in Turok 2 fired dozens of ricocheting energy rounds that done moderate damage, but were good for clearing corridors. However, it's alternate ammo fired a single, high explosive energy round which was less likely to kill everything in the room, but when it did hit? Well, the results were oftenspectacular.

Turok Evolution is probably the biggest case, as almost every single weapon will have a Secondary Fire, even the pistol, which becomes a Sniper Rifle.

Gears of War has the Lancer assault rifle, which has a chainsaw attached that can be revved up after a second to instantly kill at close-range. Its grenades in the first game could also be tagged to opponents, and in the second game, anywhere, allowing them to be used as proximity mines.

An ability that can be acquired for all shotguns within Mass Effect, is to fire a rocket out of it.

The Resistance series loves these. Literally every single gun in the series has a secondary fire - even the pistol. This gets Lampshaded in the first chapter of the second game.

Halo: The Brute Weapons in Halo 3 have sharp blades for killing, which actually up the melee power in the game.

Halo: Reach's grenade launcher can fire airburst shots. The rocket launchers have a lock-on function in most games, as does the Hydra. A number of Promethean weapons have slightly different projectile properties when zoomed in.

One of the selling points of Perfect Dark was that every weapon had a secondary option of some kind. Pistols could either shoot or pistol-whip, knives could either be slashed or thrown, even the basic fists could either punch or disarm enemies of their weapons.

For all its creative weaponry, the Ratchet & Clank series is notably devoid of secondary functions.

Every gun in the BioShock games have three different types of ammunition. Some are simply more powerful or have elemental effects, but others include Proximity Mines for the Grenade Launcher and electrified tripwire bolts for the Crossbow.

Several guns in Killing Floor have secondary features. The rifles and submachine guns can switch from full to semi-automatic, the Beretta and the pump/combat shotguns have flashlights, the M14 EBR has a laser sight, the double shotgun can fire both barrels instead of one, and one of the M4 Carbines has alt-fire grenades from its attached M203.

The Heavy Machine Gun in Soldier of Fortune has a white phosphorus grenade launcher, which oddly uses the same ammo as the primary fire. A more straightforward example is the M4's grenade launcher in the second game, which uses its own ammo. There's also the OICW's grenade function, which uses the rather cumbersome LASE rangefinding system.

Every weapon and most of the vehicles in TAGAP. There are only "primary" types of ammo; secondary fire can use more than one unit per shot.

This also includes the Chaingun, as leaving it behind as a Sentry Gun forces you to also give it your ammo.

The SC-20K in the Splinter Cell series is a combination of an automatic, a marksman gun, and a non-lethal projectile launcher.

Healing Device

The Team Fortress Classic Medikit is a classic Melee Example, hit your friends and heal them. The Wrench from the same game can be used to repair armor, once again, hit your friends, their their armor.

Team Fortress 2 has the Medigun, arguably the Trope Codifier, a Beam that rapidly heals whoever happens to be the Medic's Current Patient, it's powerful enough to overpower an inaccurate enemy firing at the target, but any combat class can overpower it with accurate shots.

Aura and Sawbonez use Defibrillators to revive Downed teammates. Sparks can use her REVIVR gun to do the same from a distance.

While Aura is reliant on a deployable Health Station to heal her team, Sawbonez and Sparks can throw down Medpacks for on-the-go heals.

As-yet-unreleased Merc Phoenix has an area-of-effect healing ability.

Inversion

The team of seven (later six) characters in Clive Barker's Jericho all begin with the weapons they will use throughout the game, but every FPS type is represented. All characters can melee attack with their weapon stock, and one character uses a nodachi as standard. Two characters have sidearms matching light pistol and heavy pistol, another wields automatic pistols akimbo, pistols that can also be loaded with explosive and fragmenting rounds. Two characters have shotguns mounted to standard 5.56 assault rifles, and another uses an SMG as a primary weapon and throws grenades. The sniper rifle can fire 7.6, modified to also shoot telekinetic 'ghost bullets' that are tracked with a follow-cam and can be maneuvered in flight. The closest weapon to grenade/rocket launcher effectively performs like neither, instead shooting a high velocity explosive round.

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